[LP] Fighting Fantasy 46 - Tower of Destruction (Take 2!)

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Which do you prefer out of the 3?

FF46: Tower of Destruction (Take 2)
2
50%
FF51: Island of the Undead
0
No votes
FF58: Revenge of the Vampire
2
50%
 
Total votes: 4

SGamerz
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Post by SGamerz »

Tallpipe quaffs one of his Potions of Stamina, and restores his STAMINA to 17.

Also, I forgot to add the LUCK bonus we just got in the last update, so that is also added in the Adventure Sheet below.
Heading towards the warehouses and stores, you see a set of pearly-white ice steps cut into the ground, leading down into a subterranean rearm of frosted mists which obscure visibility. The way down is barred by a pair of gates crafted from rods of ice. This was obscured by a very strong concealing illusion until you got within a few metres of it! If you want to try to get past the gates and down the steps, turn to 98. If you want to go on and explore some of the stores and buildings, turn to 187.
Do we want to go down under?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 17/24
LUCK 10/12
Honour: 10
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 3 normal bolts & 4 magical bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Ice Bird, Potion of Flying, Potion of Speed (gives extra 2nd attack for first 3 rounds in the first combat after the potion is drunk), Stone Jaguar (SKILL 8, STAMINA 8, can be animated to fight one combat on our behalf)
Spells: Linkcut, Coldwarding
Gold: 21
Provisions: 9/10, +3 elven weybread
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angelfromanotherpin
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Post by angelfromanotherpin »

Whatever they put behind a gate behind an illusion must be the good stuff.
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Darth Rabbitt
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Post by Darth Rabbitt »

Agreed.
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Post by SGamerz »

Rattling or pushing at the gates, even striking them, won't get you past them. Clearly, they are magically strengthened. You can only get in here if you have the Ice Keys. If you do, you know how many keys there are; turn to the paragraph with the same number as the number of Ice Keys you have. If you don't have the Ice Keys you can't get in, but if you manage to find the Ice Keys you can return to this location and open the doors by returning to this paragraph after you have completed your searches elsewhere (so make a note of this paragraph number on your Adventure Sheet). You must also make a note of the fact that if you search the Ice Palace and don't find any Ice Keys, you must tum to 309. But for now, if you don't have any Ice Keys, you can go on to explore the stores and warehouses or find somewhere else to search in the Ice Palace.
Sounds like this is supposed to be the last place to visit, since we're given a specific section to go to if we can't access it after searching every location.

Continue to the stores and warehouses?
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angelfromanotherpin
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Post by angelfromanotherpin »

Yes, still looking for artisan ghost.
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Darth Rabbitt
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Post by Darth Rabbitt »

Keep looking.

ed: that is, go to the stores and warehouses.
Last edited by Darth Rabbitt on Fri Nov 15, 2019 2:12 pm, edited 1 time in total.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by SGamerz »

You glance inside sorne deerted and empty warehouses and storage buildings. There's nothing of any value or interest to you inside the first few you come to, but you persist with your search. Roll one die. If you roll 1 or 2, tum to 131. If you roll any other number turn to 347.
Die roll = 6.
You have a lot of ground to cover and many curiously decorated ice buildings to explore. However, in the course of your explorations you do manage to find the following items: some climbing gear (rope, ice picks, a small hammer), oil to replenish your lantern, and some frozen food which the heat of your lantern can thaw out for you. There is enough food for 8 meals here; if you want to take some, you can add to you Provisions total. You must also stop and eat a meal here. After the warmth of your meal, you unroll a blanket and settle down for some sleep. Your search here was lengthy, and you need rest. In the morning, you must eat another meal and resume you investigations elsewhere in the Ice Palace.
We already have the climbing gear, so there's no real significant find. The part where we have to consume 2 meals is kind of pointless since we find more than enough to compensate for that, so we leave the area with the full 10 meals anyway (and even have to leave 5 behind due to lack of space).

An since we can't really proceed anywhere else at the moment, the only thing left to do now is search the last location we haven't yet been to: the homes.
The homes of the Ice Elves are cleaned out, devoid of any internal decorations or possessions, as if the Elves knew about their coming fate and had removed everything belonging to them before the end. At some junctions of small avenues there are piles of ice rubble and, since there isn't anything in the igloo-like houses, you rummage idly in some of this rubble. Test your Luck. If you are Lucky, turn to 123. lf you are Unlucky, tum to 222.
Dice roll = 11 (Unlucky!)
As you are scrabbling away, a large bundle of very hostile fur and claws comes snuffling round the corner. The battle-scarred wolverine is hungry and savage, and is known as a maniacal attacker with razor-sharp claws and teeth. Worse still, the horror at once sprays musk over you: filthy, reeking, skunk-like stuff. You must subtract 1 Point from your SKILL for the duration of this combat only, nauseated by the stench as you are. The powerful wolverine closes in for the kill, frothing at the mouth and eager for the taste of your blood!

GIANT WOLVERINE SKILL 10 STAMINA 9

If you win, you can continue searching through the homes of the Ice Elves or go back and find somewhere else to search in the Ice Palace.
This can actually be more than a nuisance because of the high SKILL and our temporary SKILL-penalty, but at least we still have higher stats than it. It could have been dangerous if we hadn't drunk that Potion of Stamina earlier. And at least this Wolverine doesn't have a healing factor.

COMBAT LOG:
Giant Wolverine 18, Tallpipe 19. GW is at 7.
GW 15, Tallpipe 22. GW is at 5.
GW 18, Tallpipe 13. Tallpipe is at 15.
GW 18, Tallpipe 19. GW Is at 3.
GW 20, Tallpipe 17. Tallpipe is at 13.
GW 18, Tallpipe 20. GW is at 1.
GW 17, Tallpipe 21. GW is killed.
We took a couple of scratches from the giant adamatium claws, but still came out on top.
Further searching turns up nothing of interest or value, just as you have decided to give up and search somewhere else, however, a very pale spectral figure drifts from a doorway and calls out to you in a pitifully faint voice. The face of the Elf-spirit is filled with sadness, and his hands are held out in supplication. "My father,' he whispers, "buried under the machines in the workshops, punished by Zeverin...he needs life energy to rescue him...don't leave him in eternal agony, I beg you." The spirit is already fading away, its image dissolving before your eyes. "Help him, help him. And beware the evil one in the Great Tower..." The last few words drift away into the silence of the chill air. What will you do now? Will you:

Make straight for the workshops?
Head for the Great Tower?

Set off for some other part of the Ice Palace?
We've already saved his father.

Unfortunately, we're now out of places that we can access. Clearly, we didn't visit the locations in the right sequence. For this area, we don't HAVE to stick to the optimal sequence for all the places when we visit because some locations allow us to revisit (like the Cathedral) if we don't have the required item, and some of the items that we miss (like the incense burner) are not mandatory to winning the game. But there are 2 particular locations which we absolutely must visit in the right sequence:
We need to get the Ice Bird from the Rainbow Ice Tower before we visit the Black Ice Tower. There was a room in the latter where we were checked for the Ice Bird when we didn't have it. That was the room that could have "activated" the Ice Bird to sing. We needed to get this particular sequence right since there's a required quest item inside the Cathedral. Unfortunately, the text did not say that we can revisit that room if we find the Ice Bird.
So this means, we've essentially lost. We can still proceed with the game for actually quite a while, but without the quest item in the Cathedral we would actually fail near the end. So what do we do here? My own inclination would be to just record a loss here then pretend that we are still allowed to re-visit the Black Ice Tower just to activate the Ice Bird instead of a restart or a rewind for the whole Ice Palace sequence, which obviously would be the least amount of hassle.

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 13/24
LUCK 9/12
Honour: 10
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 3 normal bolts & 4 magical bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Ice Bird, Potion of Flying, Potion of Speed (gives extra 2nd attack for first 3 rounds in the first combat after the potion is drunk), Stone Jaguar (SKILL 8, STAMINA 8, can be animated to fight one combat on our behalf), spare lantern oil
Spells: Linkcut, Coldwarding
Gold: 21
Provisions: 10/10, +3 elven weybread
Last edited by SGamerz on Sat Nov 16, 2019 9:52 am, edited 2 times in total.
Omegonthesane
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Post by Omegonthesane »

The thing where the music fades if you don't have the ice bird makes it look like an intentional game over.

Thus redo ice palace in optimal sequence, assuming we roll 27 on 2d6 for every combat roll during the combat sequence as restitution for the utter bullshit that constitutes.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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angelfromanotherpin
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Post by angelfromanotherpin »

Oh my god, that's so dumb.

As recently as the illusory wall, I was thinking how nice it was to have more-or-less free exploration, allowing there to be an otherwise-paralyzing number of options on the main hub, and creating a feeling of really exploring a large space. And it turns out that the whole thing was the worst kind of 'you lost two choices ago' trap for no reason.

Just pretend the arbitrary number of times we're allowed to visit the area doesn't exist, exactly like it shouldn't.
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Post by Thaluikhain »

Yeah, colour me unimpressed, and second allow revisits.
SGamerz
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Post by SGamerz »

Tallpipe re-enters the Tower of Black Ice with the Ice Bird and heads upstairs:
If you have an Ice Bird, you also have a book with you. Turn to the paragraph with the same number as the number of pages in the book. If you don't really have an Ice Bird, turn to 23.
Actually, we gave the book away to Lefarel, but I'm assuming this is just an anti-cheat device to make sure you found it before and not that the book is actually needed here.
The Ice Bird's head lifts from under its wing and the creature bursts into song! It trills a few bars, beautifully, and then tucks its head back under its wing again. You are mystified by this; but this magical bird obviously has some purpose in the Ice Palace. Another curious fact: its wings are now resplendent with rainbow patterns in its ice feathers - there are ten rainbow arcs, each of seven coloured rays, in either wing (make a note of this). Taking the Ice Bird with you, you leave this tower and search elsewhere.
Well, no mention of the book, so it's really not required to actually still possess it.

Now we have access to the Ice Cathedral, let's proceed there:
Image
The bird sings sweetly, and the huge ice doors swing open. You enter and walk down the central aisle of the massive cathedral, its vaulted ceiling almost impossibly high above you, with a sense of awe at the sheer scale and beauty of the place. As you walk forward to the chancel and nave, you are heading towards a huge organ made of fluted icicles and spiraled pipes of ice, a massive angel sculpted out of ice stands above its strange keyboard. Hanging on the wall to one side of this instrument is a large ring of Ice Keys and an intricate basket of ice filigree, and on the other side of it is a group of four ice sarcophagi arranged in a cross pattern. lf you have a silver brooch, tum to 33. If you haven't, turn to 288.
We don't have this item, but
it's a good thing, since this is a trap item. If we showed this to Lefarel, he would have told us to get rid of it.
If you have an incense burner, tum to 383. If you don't have this, turn to 56.
This, alas, is a useful item that we wasn't able to pick up. Fortunately, this one won't cost us the game.
The Ice Bird sings once more, and the Elves raise their voices in harmony, the echoes of their polyphony cascading away into the far nooks and crannies of the Ice Cathedral. The spirits begin to fade into their own realm once more, and the magical bird's song slowly finishes. When the last of the Elves has departed, the bird rests its head beneath its wing again. The spirits are at peace here. You bow your head in a few moments of silence, bur now you must press on with your vital quest. Will you:

Take a closer look at the organ?
Take the Ice Keys beside the organ?
Look at the tombs here?
Leave here and search elsewhere in the Ice Palace?
Which do we look at first?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 13/24
LUCK 9/12
Honour: 10
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 3 normal bolts & 4 magical bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Singing Ice Bird (10 arcs of 7-coloured rays in each wing), Potion of Flying, Potion of Speed (gives extra 2nd attack for first 3 rounds in the first combat after the potion is drunk), Stone Jaguar (SKILL 8, STAMINA 8, can be animated to fight one combat on our behalf), spare lantern oil
Spells: Linkcut, Coldwarding
Gold: 21
Provisions: 10/10, +3 elven weybread
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angelfromanotherpin
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Post by angelfromanotherpin »

Keys.
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Darth Rabbitt
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Post by Darth Rabbitt »

We know we need Ice Keys so grab those.
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Post by SGamerz »

You take the Ice Keys, on their ring of ice, from the peg beside the organ. There are numerous small and a few large keys, forty-four in total - but they are light and will not be troublesome to carry. Add forty-four Ice Keys to your Possessions. Now, will you:

Look at the ice organ, if you haven't already done so?
Look over the tombs, if you haven't done so?
Leave here and search elsewhere in the Ice Palace?
We can now access the crypts near the stores. Do we want to check anything else here?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 13/24
LUCK 9/12
Honour: 10
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 3 normal bolts & 4 magical bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Singing Ice Bird (10 arcs of 7-coloured rays in each wing), Potion of Flying, Potion of Speed (gives extra 2nd attack for first 3 rounds in the first combat after the potion is drunk), Stone Jaguar (SKILL 8, STAMINA 8, can be animated to fight one combat on our behalf), spare lantern oil, Ice Keys (44)
Spells: Linkcut, Coldwarding
Gold: 21
Provisions: 10/10, +3 elven weybread
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angelfromanotherpin
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Post by angelfromanotherpin »

Look at the organ.
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Post by Omegonthesane »

Have Tallpipe take a long hard look at the organ.
Kaelik wrote:Because powerful men get away with terrible shit, and even the public domain ones get ignored, and then, when the floodgates open, it turns out there was a goddam flood behind it.

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Post by SGamerz »

You look at the massive ice organ. You have no idea how to play if, of course; on closer investigation, however, you notice that the angel is holding a tablet of ice which has some music on it. The form of this puzzles you - you know enough about music to see that this isn't regular musical notation and, even though Elves do have some strange ideas about music, this seems peculiar to you. Can you puzzle out some deeper meaning to it?
Image

When you are ready to do something else here, will you:

Take the Ice Keys, if you don't have them?
Look over the tombs, if you haven't done so already?
Leave here and search elsewhere in the Ice Palace?
And now apparently we are a rural villager who managed to learn to read sheet music.

While we don't have to solve this puzzle immediately in order to move on, please post the answer if any of you succeed in deciphering the message!

Do we want to check the tombs before we leave?
Last edited by SGamerz on Wed Nov 20, 2019 12:10 pm, edited 2 times in total.
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Darth Rabbitt
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Post by Darth Rabbitt »

No clue about the sheet music.

Search the tombs.
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angelfromanotherpin
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Post by angelfromanotherpin »

I feel like the resolution on that pic is too low for me to solve it. I can tell that the notes have different numbers of flags, but how many each one has is very hard to tell.
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Post by Thaluikhain »

Search the tombs.
SGamerz
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Post by SGamerz »

angelfromanotherpin wrote:I feel like the resolution on that pic is too low for me to solve it. I can tell that the notes have different numbers of flags, but how many each one has is very hard to tell.
I've uploaded a clearer picture.

Meanwhile, Tallipe looks at the tombs:
The four tombs are of solid, completely transparent ice, and within them are the bodies of Elves wrapped in shrouds, each holding an object. One tomb has m adult male Elf holding a sword, seemingly made of ice, and an angel is etched into the ice of the tomb. One tomb has an adult female Elf holding a wand, with the image of an Elf-queen etched into the ice. One has a young female Elf holding a jewelled amulet; and the last tomb has a very young male Elf child holding some intricate wooden puzzle or toy. It would not be difficult for you to break into the tombs if you wished. What will you do here? Will you:

Open the tomb of the adult male Elf?
Open the tomb of the adult female Elf?
Open the tomb of the young female Elf?
Open the tomb of the Elf-child?
Leave the tombs sealed and perform some other action?
Which, if any, tomb do we wish to desecrate?
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Darth Rabbitt
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Post by Darth Rabbitt »

Elf child.
Pseudo Stupidity wrote:This Applebees fucking sucks, much like all Applebees. I wanted to go to Femboy Hooters (communism).
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Post by Thaluikhain »

Yeah, why not?
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angelfromanotherpin
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Post by angelfromanotherpin »

My first thought is that the sword will probably melt, the wand is useless because we aren't a caster, the amulet might be useful or it might be a shiny distraction, and the puzzle/toy is described with enough vagary hedging that it could actually be anything. My second thought is that the sword probably won't actually melt any more than the rest of this ice, but whatever, we already have a magic sword. Go for the puzzle/toy/whatever.

Anyway, the music thing isn't nearly as bad as it could have been. It's just a substitution cipher. The notes are a fancy way of writing: 'ABCC DEFGHIBI FID JKILMDL NHODP'. It's a little tricky in that there aren't a lot of repeated letters and the longest word turns out to be a fantasy-speak proper noun that might as well have been in Klingon as far as an English dictionary-based approach was concerned.

Being a man who appreciates automation, I just threw the encrypted text into a solver tool. The first result was 'WILL E?O?ANIN ONE HUNDRED GAMES,' and that 'one hundred' looked promising. I ran it through a couple more times getting such gems as 'WELL NYMPHAEA MAN STAGING CHUNK' and 'FULL N?C?HAUA CAN REASONS THINK,' both of which are now song titles on my upcoming They Might Be Giants tribute album.

Applying some actual thought, it occurred to me that E?O?ANIN looks very close to 'Elokinan,' the uber-NPC of the ice palace whose name has come up a few times. Assuming that was as close as the tool could guess, I adjusted the assumptions, and the solution is '(CALL or FALL) ELOKINAN ONE HUNDRED TIMES.' My money's on 'call,' because it's incredibly elfy for the the solution to be 'just say my name over and over.'
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Post by SGamerz »

The child's toy has become brittle and fragile in the cold and damp, and the tomb of a child is surely no place for a warrior to seek help for a quest. Lose 1 point from your HONOUR for tomb-robbing and 1 point from your LUCK for making such a bad choice. You can now choose to open another tomb (return to 101 to make a selection of one you haven't opened yet) or perform some other action.
Wrong choice....do we want to try another?

Adventure Sheet:
Name: Jefferson Tallpipe
SKILL 11/12 (12 in combat w/ Magic Sword)
STAMINA 13/24
LUCK 8/12
Honour: 9
Equipment: Sword, Leather Armor, Lantern, Backpack, Blanket, Climbing Gear, Tasrin's Ring, Potion of Stamina (restores 1/2 of Initial STAMINA), Crowbar, Bag of Salt, Crossbow (w/ 3 normal bolts & 4 magical bolts), Magic Sword (+1 SKILL unless it's already 12), Shield of Warding (deflects missile attacks on roll of 2-8 on 2D6), Blue Potion, Mealin's Silver Amulet, Singing Ice Bird (10 arcs of 7-coloured rays in each wing), Potion of Flying, Potion of Speed (gives extra 2nd attack for first 3 rounds in the first combat after the potion is drunk), Stone Jaguar (SKILL 8, STAMINA 8, can be animated to fight one combat on our behalf), spare lantern oil
Spells: Linkcut, Coldwarding
Gold: 21
Provisions: 10/10, +3 elven weybread
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